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Everything posted by Zcul

  1. Regarding the boat loading, this was addressed. Is there still a problem with it? See here for more info and if there are still issues, please comment there: http://forum.wurmonline.com/index.php?/topic/126123-make-load-cargo-area-bigger-for-ships-at-least/page-2
  2. Thanks for sharing! Did you try foraging for iron to make nails?
  3. i think there are two ways of doing it, either providing a "crack" in the tile system covered by the wall, or using one tile for the actuall vertical wall, like it is today with max steep dirt walls only allow variations (and vertical) walls of different types instead of dirt. Either way, its not trivial...
  4. Newbie Rope?

    Hmm so what you say is only the newbie sword should be droppable in pvp death, not the rest?
  5. Sounds like two bugs here - The plan shouldn't inherit the damage when the floor/opening is destroyed. - The fence should not prevent the replacement/removal of the plan. How did you destroy the floor? What was the messages you got in the event tab when you tried to replace the plan? Which side of the tile was the fence located (e,w,n or south)?
  6. Do you get any messages at the same time, in the console or the event tab?
  7. Dirt walls was certainly not something that was designed from the start as a pvp fortification, it sort-of just happened and became the defacto standard as people evolved the way they fortify their deeds. It's also the point with a sandbox, to use the features to your advantage (within rules and regulatory requirements of course).
  8. Hi, I've been to a few raids but not recently. I remember how tedious and complex loading and firing catapults was but at the same time I have also been on the other end. There is some balance in that complexity I guess. So if we make it easier to shoot / aim we have to make it so each shot is weaker I guess. It would be really helpful with a list of improvements that would improve gameplay and fun-factor while not tipping the balancing scale signficantly. /Andreas
  9. Which boat type and what seats are trouble for loading crates?
  10. Not sure how it would work practically with the current grid based terrain. Care to elaborate abit on how this would work more in detail? /Andreas
  11. Haven't tested that but I will do. There is different ranges depending on type of ship to suit the model size though so row smaller boat has shorter unload distance than large boats.
  12. No worries! Oooh there was a patch note that wasn't written about how larger boats should now be easier to load from a few tiles away, and a bug was fixed also which range check when unloading crates.... :-)
  13. well it goes like this. Patch notes are added to a list of notes as code work progresses. patch notes are put in the news when servers are patched. in this case it was me who wrote about density. It will never happen again!!!!
  14. Well, there still might be issues from various seats, I haven't tested all seats in all large boats, I guess we'll have to tweak it more based on feedback after this goes live.
  15. This should be fixed and verified now on Test, so it should be live Soon™
  16. Ok I found a bug for unloading crate range check. It forced you to be very near the boat. I have also added loading ranges per boat type which should allow you to sit in the boat and load from at least a couple of tiles away. Have not tried from all seat positions yet - I discovered it is impossible to specify which seat to sit in :-/
  17. Got some help from Asdf on Indy, confirmed there might be issues with the higher boats; Cog, Corbita and Caravel in targeting crates that are close enough and the ones that are targetable are not close enough to Load.
  18. Hi, I need some more information here. Which exact message are you getting when you try to load your crates in frustration? I tested this (test server) and was able to load crates from approximately 4 tiles which I thought was enough (cog, caravel) so I would like some more detailed information on when this issue occurs. /Andreas
  19. Well if one is allowed to dream; a village full of ai controlled goblins would surely be suitable for a PvE encounter for sure. Completely different from scripted end boss encounters in multiple other mmo's for sure :-) Question is, what API's would you need to make this?
  20. Newbie Rope?

    Adding crude axe sounds reasonable. Also allowing sword and carving knife to pick (low ql) sprouts sounds reasonable. What about the newbie sword?
  21. Ya allow clay dredge to lower tile under water at higher digging skills could work. You could always raise it to above surface level to get it "normal" if you wanted to... How deep is "a shovel under water" btw? Are you lowering it using some sort of technique with the Level method? I doubt we will allow priests to convert clay tiles or allow paving on clay. Too many exploits/grief scenarios on that one. Clay is important resource after all! /Andreas
  22. Actually this seem to be a bug here, where the clay level is supposed to lower every 10th dig or so but it isn't. I guess fixing the bug would solve the issue about lowering clay tiles, but at the same time it changes ancient and old game mechanics. I guess the result could be you'd have to top up your clay tiles with dirt as you dig them out...